506 research outputs found

    Efros and Freeman Image Quilting Algorithm for Texture Synthesis

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    A survey of exemplar-based texture synthesis

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    Exemplar-based texture synthesis is the process of generating, from an input sample, new texture images of arbitrary size and which are perceptually equivalent to the sample. The two main approaches are statistics-based methods and patch re-arrangement methods. In the first class, a texture is characterized by a statistical signature; then, a random sampling conditioned to this signature produces genuinely different texture images. The second class boils down to a clever "copy-paste" procedure, which stitches together large regions of the sample. Hybrid methods try to combine ideas from both approaches to avoid their hurdles. The recent approaches using convolutional neural networks fit to this classification, some being statistical and others performing patch re-arrangement in the feature space. They produce impressive synthesis on various kinds of textures. Nevertheless, we found that most real textures are organized at multiple scales, with global structures revealed at coarse scales and highly varying details at finer ones. Thus, when confronted with large natural images of textures the results of state-of-the-art methods degrade rapidly, and the problem of modeling them remains wide open.Comment: v2: Added comments and typos fixes. New section added to describe FRAME. New method presented: CNNMR

    Fast wavelet transform domain texture synthesis

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    Block based texture synthesis algorithms have shown better results than others as they help to preserve the global structure. Previous research has proposed several approaches in the pixel domain, but little effort has been taken in the synthesis of texture in a multiresolution domain. We propose a multiresolution framework in which coefficient-blocks of the spatio-frequency components of the input texture are efficiently stitched together to form the corresponding components of the output texture. We propose two algorithms to this effect. In the first, we use a constant block size throughout the algorithm. In the second, we adaptively split blocks so as to use the largest possible block size in order to preserve the global structure, while maintaining the mismatched error of the overlapped boundaries below a certain error tolerance. Special consideration is given to minimization of the computational cost, throughout the algorithm designs. We show that the adaptation of the multiresolution approach results in a fast, cost-effective, flexible texture synthesis algorithm that is capable of being used in modern, bandwidth-adaptive, real-time imaging applications. A collection of regular and stochastic test textures is used to prove the effectiveness of the proposed algorithm

    Demystifying Neural Style Transfer

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    Neural Style Transfer has recently demonstrated very exciting results which catches eyes in both academia and industry. Despite the amazing results, the principle of neural style transfer, especially why the Gram matrices could represent style remains unclear. In this paper, we propose a novel interpretation of neural style transfer by treating it as a domain adaptation problem. Specifically, we theoretically show that matching the Gram matrices of feature maps is equivalent to minimize the Maximum Mean Discrepancy (MMD) with the second order polynomial kernel. Thus, we argue that the essence of neural style transfer is to match the feature distributions between the style images and the generated images. To further support our standpoint, we experiment with several other distribution alignment methods, and achieve appealing results. We believe this novel interpretation connects these two important research fields, and could enlighten future researches.Comment: Accepted by IJCAI 201

    High quality texture synthesis

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    Texture synthesis is a core process in Computer Graphics and design. It is used extensively in a wide range of applications, including computer games, virtual environments, manufacturing, and rendering. This thesis investigates a novel approach to texture synthesis in order to significantly improve speed, memory requirements, and quality. An analysis of texture properties is created, to enable the gathering a representative dataset, and a qualitative evaluation of texture synthesis algorithms. A new algorithm to make non-repeating texture synthesis on-the-fly possible is developed, tested, and evaluated. This parallel patch-based method allows repeatable sampling without cache, without creating visually noticeable repetitions, as confirmed by a perceptive objective study on quality. In order to quantify the quality of existing algorithms and to facilitate further development in the field, desired texture properties are classified and analysed, and a minimal set of textures is created according to these properties to allow subjective evaluation of texture synthesis algorithms. This dataset is then used in a user study which evaluates the quality of texture synthesis algorithms. For the first time in the field of texture synthesis, statistically significant findings quantify the quality of selected repeatable algorithms, and make it possible to evaluate new improved methods. Finally, in an effort to make these findings applicable in the British tile manufacturing industry, the developed texture synthesis technology is made available to Johnson Tiles

    Example based texture synthesis and quantification of texture quality

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    Textures have been used effectively to create realistic environments for virtual worlds by reproducing the surface appearances. One of the widely-used methods for creating textures is the example based texture synthesis method. In this method of generating a texture of arbitrary size, an input image from the real world is provided. This input image is used for the basis of generating large textures. Various methods based on the underlying pattern of the image have been used to create these textures; however, the problem of finding an algorithm which provides a good output is still an open research issue. Moreover, the process of determining the best of the outputs produced by the existing methods is a subjective one and requires human intervention. No quantification measure exists to do a relative comparison between the outputs. This dissertation addresses both problems using a novel approach. The dissertation also proposes an improved algorithm for image inpainting which yields better results than existing methods. Firstly, this dissertation presents a methodology which uses a HSI (hue, saturation, intensity) color model in conjunction with the hybrid approach to improve the quality of the synthesized texture. Unlike the RGB (red, green, blue) color model, the HSI color model is more intuitive and closer to human perception. The hue, saturation and intensity are better indicators than the three color channels used in the RGB model. They represent the exact way, in which the eye sees color in the real world. Secondly, this dissertation addresses the issue of quantifying the quality of the output textures generated using the various texture synthesis methods. Quantifying the quality of the output generated is an important issue and a novel method using statistical measures and a color autocorrelogram has been proposed. It is a two step method; in the first step a measure of the energy, entropy and similar statistical measures helps determine the consistency of the output texture. In the second step an autocorelogram is used to analyze color images as well and quantify them effectively. Finally, this disseratation prsesents a method for improving image inpainting. In the case of inpainting, small sections of the image missing due to noise or other similar reasons can be reproduced using example based texture synthesis. The region of the image immediately surrounding the missing section is treated as sample input. Inpainting can also be used to alter images by removing large sections of the image and filling the removed section with the image data from the rest of the image. For this, a maximum edge detector method is proposed to determine the correct order of section filling and produces significantly better results
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